RumoCrytuf
2016-10-17, 01:30 PM
I'm building a 100 Floor dungeon for my players (This is a long project, so I'm keeping them occupied with PoTA in the meantime). The story behind this dungeon is a race of dwarves who were made of stone a bled gold challenged the gods to a smithing contest. Two "Ultimate Weapons" were made. I need help on whether these two weapons would be too powerful for a lvl 15-20 group of players.
1st weapon: OmniBlade
Legendary Weapon (Requires attunement)
This weapon seems to be no more than an adamantine hilt of a sword. Upon speaking the command word as an action, the hilt turns into whatever the desired weapon the wielder desires. All attacks a treated as a +2 magical weapon Also, Each form has a special bonus for it.
Greatsword: Critical hits now occur on a natural 19 or 20. If the wielder can achieve this normally (such as skills or some such) It becomes a natural 18-20.
Longsword/Bastard Sword: Opportunity attacks may be taken with a -5 to the attack roll, attacks that succeed are automatic critical hits.
Spear: If the attack roll is ten or more than the AC of the target, the target takes an extra xd8 damage, where x is 1/5 the players level, rounded down, minimum of 1.
Whip: If the target is using a shield, disregard the shields AC bonus.
This is all I have right now, will post the second weapon later. If you have any suggestions for other weapon forms, let me know!
EDITS:
Changed Spear to 10 more AC instead of 5.
Crossbow form: This crossbow fires 3 bolts per attack, each bolt deals an additional 1d4 lightning damage. This weapon can only be fired once per turn.
Scythe: Attacks deal an extra 2d4 Necrotic damage. On a critical hit it heals the wielder for half.
Dagger: Attacks have a chance to poison the target (DC is 8+Proficiency+Dex modifier). On a success, the target takes 1d10+2 Poison damage and is poisoned.
Katana: On a critical hit, do not roll extra damage, instead the target makes a DC 4 Saving throw (No modifiers), on a failure, the target is instantly killed.
2nd Weapon:
Sol
Legendary Weapon (Spear) Requires atunement
This spear was forged inside of a dying star. It functions as a +5 spear and deals an extra 2d6 fire damage.
I know this spear doesn't seem as cool as the Omniblade, so I gave it an absurd bonus and a healthy chunk of extra damage.
1st weapon: OmniBlade
Legendary Weapon (Requires attunement)
This weapon seems to be no more than an adamantine hilt of a sword. Upon speaking the command word as an action, the hilt turns into whatever the desired weapon the wielder desires. All attacks a treated as a +2 magical weapon Also, Each form has a special bonus for it.
Greatsword: Critical hits now occur on a natural 19 or 20. If the wielder can achieve this normally (such as skills or some such) It becomes a natural 18-20.
Longsword/Bastard Sword: Opportunity attacks may be taken with a -5 to the attack roll, attacks that succeed are automatic critical hits.
Spear: If the attack roll is ten or more than the AC of the target, the target takes an extra xd8 damage, where x is 1/5 the players level, rounded down, minimum of 1.
Whip: If the target is using a shield, disregard the shields AC bonus.
This is all I have right now, will post the second weapon later. If you have any suggestions for other weapon forms, let me know!
EDITS:
Changed Spear to 10 more AC instead of 5.
Crossbow form: This crossbow fires 3 bolts per attack, each bolt deals an additional 1d4 lightning damage. This weapon can only be fired once per turn.
Scythe: Attacks deal an extra 2d4 Necrotic damage. On a critical hit it heals the wielder for half.
Dagger: Attacks have a chance to poison the target (DC is 8+Proficiency+Dex modifier). On a success, the target takes 1d10+2 Poison damage and is poisoned.
Katana: On a critical hit, do not roll extra damage, instead the target makes a DC 4 Saving throw (No modifiers), on a failure, the target is instantly killed.
2nd Weapon:
Sol
Legendary Weapon (Spear) Requires atunement
This spear was forged inside of a dying star. It functions as a +5 spear and deals an extra 2d6 fire damage.
I know this spear doesn't seem as cool as the Omniblade, so I gave it an absurd bonus and a healthy chunk of extra damage.